feri
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Everything posted by feri
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Block and look for a chance to escape, backdash (carls is pretty good), barrier (its free!), CA, mash to beat various gatlings into overheads and tick throws (lol bb). Though the best counter is prevention. Stop them from getting in at all.
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j.2c~allecan+volante j.2c~allecan > 4214c+d volante > j.2c~allecan also works I have more issues hitting them low enough with j.2c.
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So your saying if they just hold down back (from 5b all the way up to j.a) they'll get hit?
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Does this work against people who crouch block?
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http://www.nicovideo.jp/watch/sm11347905 (i hope this has already been posted)
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Sad. Forgetting she needs to be in neutral. That makes it pretty much shit unless there is bar involved... and even then its just a waste of bar for being flashy. Does this also work for carls forward dash? 66 D~64AB~6 that would be hilarious looking and very useful.
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I had no idea! Approximately how much time do you save? And is it enough to do something like 5c > jump forward > 6d hits > low AD > barrier cancel > j.c j.b j.c Come up with a funky name if its actually useful.
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SD is relevant, cause nobody here is going to manually test it. Edit: also knowing for sure, random things like AA invul is head property rather than above body. Or x move is invul to lows from frame 2 rather than frame one... Sure you can find it out from manually testing it but I can guarantee you'll miss stuff.
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Framedata? BnBs against the entire cast? Waiting for players of each and every character to develop strategies against her? You could slot her in anywhere. I dont think it matters at this stage cause she'll most likely be shifted around as stuff gets found out.
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^ vid please to prove. Just do bang/carl/rachel/TSUBAKI and tao too. I dont care about the rest as I think it should work on all of them.
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No need to point it out. Im pretty sure everyone saw that. Care a bit less about what Carl current tierlisting is (tier list is only a representation of potential on a high level equal skilled playing field)... you dont need it to tell you Carl is GOOD. And It all doesnt even apply if you cant play as well as the japs (both you and your opponent). Anyways, since I see j.b jc j.2c/j.2c j.b j.c sandwich loops... 5c j.c. Shit is char specific and/or hard.
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Making sure I share the goods. http://www.youtube.com/watch?v=Wnqk9q8Ydd4 Oh and btw! I CALLED THIS SHIT 4-5 months ago!
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CNO Aerial 623d CH > 66/iad j.2c~b > (6b > j.b > j.c > 8d) x 2 > 421d > vivace a for oki
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Jin LOST the ability to maintain pressure/oki (5b hitbox nerf)... if you still dont get why. Lows tend to beat it out cause of the lack of hitbox there and it barely catches rolls anymore. Has less solid damage midscreen (no more j.b j.c j.d x 2 combos.) Has SLOWER 5d. 2d does not make up for this. Trading curse/ice moves is in arakunes favour. But j.c makes everything better.
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Common misconception is things that are not high/low/throw isnt mixup/pressure. People fidget. A surprsingly large amount of people dont OS throw tech and 6b jumps. Deceptive ass mixup after it (late special cancel into something/press buttons). Gatlings off plenty of moves (IIRC, not sure anymore)... perhaps it might even help against IB > do something attempts. Just use it anyways...
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As soon as you start pressing buttons, hold D. 2b > release/go to neutral (not sure if this is even required) > tap 3c > neutral > tap 2d. Easy, never fails.
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Then there are those guys who actively use gimmicks (works best if you've never played their character too).
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S tier is just S tier, not god tier! Bang/Litchi/Ragna do not qualify for god tier on the basis of that they do not make a large majority other characters obsolete (We are talking 9:1 matchups and at the very least 8-2 across the board). IIRC sirlins god tier example was Akuma in ST and you honestly think he is like BBCS TT? lol
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Notables from vids. vs Tsubaki 6b > 6d > [6] > j.2c > j.b > j.c 2d loop x1 > j.2c~allecan > 4214c > nirvana deactivates and reactivates! > volante.
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Techy characters just have more room to grow. They generally they start out lower then rise slightly when new discoveries are made. Tiers probably have changed but not by much, if at all. Oh and I dont remember there being 'many' japanese arakune CT players. IIRC heartnana mentioned him being unpopular somewhere.
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Noel cant KD a super jumping arakune without meter. There is no real punish to an arakune jumping that high anyways (air throw bluebeats at DJ height). Its actually very amusing. Oh and I swear Arakune gets a free cloud if noel so much as 'does an air combo'.. that is why your seeing jap noels doing j.a j.a j.a > stop (to save the DJ option). Carl has the same air combo problem but the mobility thing hurts him more. Has a meterless air to air KD (j.b CH)
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New gatling? 8d KD? New gatlings?? I think our idea of what is drastic is pretty different. Letting people live in CT would really skew the risk/reward you have for just doing things. What would have been a clap loop would now turn into a 2k dmg combo (2a 5a 2b 3c IAD j.2c allecan) that doesnt even knockdown. Everytime you reset someone in a sandwich loop you give them another chance to escape and potentially hurt you for it. And the resets are less diverse/less solid due to his gatlings just being shit.
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I dont think I saw any tierlistings with Carl being decent preclaploop. If you honestly believe Carl is good without clap loop just observe the two matchups he has where clap loop doesnt work (Hakumen, Rachel) to see what his game is like without it (its pretty terrible).
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^ lol @ the air throw combos and hitting 623d w/100% meter stocked. Also, ending midscreen combos with 623d is a waste unless you want to camp it up (vs tager). Anyways, really tiny ass change to a bnb. 5c > j.b > j.c > j.d > land > "running 2C" > j.b ect.
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I'm pretty sure Tager's 6a beats out Tsubaki's uppercut (during 22d oki) but confirmation would be nice.